Game engine's tic delay in python - how to do?
This is a bit more of a general programming question, than a Blender question, so you might have more luck over at StackOverflow, though they might also have trouble answering because you're in the Blender environment.

That being said, the general idea is that you want a check that will determine how much time has passed since the last "tic." You'll decide that a "tic" is 100 milliseconds, 10ms, 5ms; whatever length of time makes sense for your application (ticking too frequently is called "thrashing" the CPU, a term which might help you with future research). If enough time has passed, it executes a "tic." If not, it yields to some higher level process like an outer loop, the main program, or even the OS. You can yeild by having an if that just skips over some code if it's not time to tic yet, or you can use a function like sleep() that actually tells the CPU "I won't need any time on the processor for at least x seconds" and then the OS handles the wait time.

It's a common problem to which you should be able to find lots of solutions, some of which you'll be able to tailor to Blender.

More on sleep(): http://pythoncentral.io/pythons-time-sleep-pause-wait-sleep-stop-your-code/

Hope that helps!

EDIT: With @blackhole 's contribution above, you know that a python script will run every tic. Knowing that, you can just skip tics:

tics_skipped = 0
if tics_skipped &gt; 5
    #reset the counter
    tics_skipped = 0
    #then do the other things that need to happen here
else
    #otherwise, skip this tic and increment the counter
    tics_skipped = tics_skipped + 1


That being said, there's no guarantee that BGE tics are consistent. In fact, I'll bet you they aren't. A "tic" is probably a single pass of the GE doing everything that it needs to do for one frame. That might take 0.001 seconds, or it might take 10 seconds, but that's one tic. Depending on what you're trying to move and how, there's probably a good, standard way to do it. I just don't know what that is ;-)

You might use this same idea to check the amount of time that's passed, but you're going to have to look into how to get sub-second resolution. It's possible, but it's not trivial.